Adventures in Cormyr




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  1. #1
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    Adventures in Cormyr

    Reserved.
    I don't suffer from insanity, I enjoy every moment of it.

    PBP Games:
    Active Games
    Rhun's Omega ToEE Game: IC OOC RG
    Prisoners: IC OOC RG
    Epic Mortal Kombat: IC OOC RG
    Tales of a Black Dragon: IC OOC Vorax

    Games I'm DMing
    Dragonlance - Adventures in the Age of Despair: IC OOC RG
    Forgotten Realms - Adventures in Cormyr: IC OOC RG
    Forgotten Realms - RttToEE Agents of the Yaun-Ti: IC OOC RG
    Mystara - Mystaran Adventures: IC OOC RG

    Inactive/Retired games

 

  • #2
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    Awards
    Spoiler:

    Base of Operations
    Spoiler:
    ?

    The Bandits Nest
    Spoiler:

    XP: 1125

    Treasure
    (10) Potions of cure light wounds
    Necklace of Fireballs Type I (One 2d6 fireball remaining)
    Eyes of the eagle
    Feather Token (Tree)
    +1 Bone Club
    +1 Bracers of Armour
    350 gp's woth of gems and loose change

    Doorway to Everywhere
    Spoiler:

    XP: 1800 + 438 (LG & Ogres)
    Treasure
    Magical: Banded Mail, Wooden Shield, Battleaxe, ring, brooch, goggles, greatclub, ornate bottle, horn.
    Mundane: longbow, arrows(46)
    20gp 15sp 7cp.
    Last edited by Lord_Raven88; Monday, 16th July, 2007 at 10:25 PM.
    I don't suffer from insanity, I enjoy every moment of it.

    PBP Games:
    Active Games
    Rhun's Omega ToEE Game: IC OOC RG
    Prisoners: IC OOC RG
    Epic Mortal Kombat: IC OOC RG
    Tales of a Black Dragon: IC OOC Vorax

    Games I'm DMing
    Dragonlance - Adventures in the Age of Despair: IC OOC RG
    Forgotten Realms - Adventures in Cormyr: IC OOC RG
    Forgotten Realms - RttToEE Agents of the Yaun-Ti: IC OOC RG
    Mystara - Mystaran Adventures: IC OOC RG

    Inactive/Retired games

  • #3
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    Gainesville VA
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    ø Ignore Amazing Triangle
    Jack
    Jack Xeros Human Male (Scout 6): CR 6; Medium-size; HD 6d8+12; HP 43; Init 8; Spd 40 ft.; AC 20 {10+3 Dex+ 5 armor+1 Skirmish+1 Dodge}, touch 14, flat-footed 15; BAB +4; Grap +5; Atk;+10 (+11 w/in 30ft.) 1d8+2 20x3

    Full Atk:
    Melee: Dagger +2 1d4+1
    Ranged: +11 (+11 w/in 30ft.) 1d8+2 20x3 +2d6 (if moved 10ft.)
    Space/Reach 5 ft/5 ft;
    SA: Skirmish (+2d6, +1AC)

    SQ: Trap finding, Battle Fortitude +1, Uncanny Dodge, Evasion, Trackless Step, Fast movement +10ft., Flawless stride

    AL LG
    SV Fort: 2+2+1 = 5, Ref: 5+3 = 8, Will: 2+2 = 4

    Stats:
    Str 12, Dex 16, Con 14, Int 12, Wis 14, Cha 10

    Skills: 81sk. Pts.
    Hide 12, Move Silently 12, Spot 11, Listen 11, Search 11, Disable Device 11, Tumble 11, Escape Artist 11

    Feats:

    From Leveling: Improved Initiative, Precise Shot, Dodge
    Human: Quick Draw
    Scout: Point Blank Shot
    Flaw: Noncombatant
    Feat due to flaw: Wpn Focus (Longbow)


    Possessions:
    +2 Studded Leather Armor (4000) (20lb), Longbow (+1 Str) +1 (2000) (3lb), Ring of Sustence (2500), Silver dagger (22) (1lb), Ever burning Torch (110) (1lb), 50ft Silk Rope (20)(5lbs), Backpack (2)(1lb), Signal whistle (.80), 1 grappling hook (2)(4lb), Ink (8), 2 Inkpen (.20), 5 Parchment (1), Notebook (20), {Arrows Regular 13 fire (2), Silver Arrows 20 (21), Cold Iron Arrows 20 (2), Adamantine Arrows 20 (62gp), Masterwork Arrows 20 (152gp)}, Efficient Quiver (1800) (2lbs) 5 Cure Light Wounds (250gp), 14.67gp Weight:34 lbs Light 44 lbs,Medium 44-86, Heavy 87-103

    Language:
    Common, Terran, Elven, Dwarven,

    14,556 XP

    The six foot tall man that stands before you looks like a soldier from any army. His Armor and Weapon seem nothing more than hand-me-down army gear on first look. When you actually get a good look at his equipment you notice an ensign that you do not recognize. Whatever unit he was a part of must have been small maybe rogue but you don’t you know. The picture of a lone white wolf more abstract than realistic appears on his chest and shoulder. He is slender and looks quite agile for a human. His strong eyes and stern demeanor seem to contradict his otherwise jovial behavior. His brown hair is short almost buzzed, and his gray eyes seem to be taking everything in all at once. His cloak and boots are a dark-green, while his leather armor and even his bow are dark black.

    Joining the military at age 18 he trained to be a swordsman, but his abilities lied in other areas. Actually he couldn’t hit even the easiest of targets. It was on the Archery range that he excelled he seemed to be able to see farther and better than his fellow soldiers. So he was drafted into the scout core. He was trained as a scout for the next 2 years until he was ready. He went on many short recon missions very rarely entering combat. If anything he was asked to snipe targets, he was good at shooting on the run. He found that the standard equipment that he was given, the bow and the armor, seemed to be under-protective and under-effective in combat, so he had them reworked as he got enough funds to do so, against standard military orders. So as the missions went by he was better than he thought. Then during a mission when he was 21, something went wrong. He was caught by an enemy team, after a month of questioning and torture he was let go. His scars have never healed, not that anyone could ever see them but him. There is a scar that runs from the center of his chest to the bottom right corner of his stomach, in a c type pattern. Since his release he was taken back into the army’s folds but on more of a consolation basis until he could get over his fright of getting caught. He has been working for another captain since his return and he now, usually he runs recon missions about once a month, works as a mercenary for the city locals. (For working for the city he usually just takes housing and a few gold nothing more. They have since given him a small house on the out skirts of town, 2 rooms small. He does these favors to help the guard captain keep the monsters at bay, both human and animal alike.) He has worked with and teamed with many individuals over the years and usually can be found at the lake fishing during the day and the bar at night when he is not training. He usually sets up a bell about 300 yards from his fishing spot to signal their approach (DC 20 spot) but at the bar he is friendly but quick to defuse any trouble that may start brewing generally by buying a song and a drink (and maybe a few ladies if it will help the situation).

    He now works as a specialized scout leader for the military, but as such he is the first one to shot and hide. Due to his imprisonment he won’t leave a man in the field but he knows his talents lie in stealth and silence. So if he runs he is just looking for a good place to counterattack from. Because you don’t leave a man behind, you get him back at all costs.

    He is lawful in the effect that he will follow orders only if they do not contradict his strict moral code. Everyone deserves a chance at freedom, when you have had your freedoms revoked you try to give them to others. He also expects others to follow his orders especially as far as tactics are concerned. He doesn’t do anything to harm anyone unless they have shown hostility toward him. On the first hint of aggression he reacts with a swiftness that can not be matched.

    Notes: Jack with go for some kind of non-elven Archer prestige class Order of the Bow Initiate (CW). Maybe just a scout with woodland archer.
    Last edited by Amazing Triangle; Monday, 5th June, 2006 at 02:56 AM. Reason: Level up!
    ~Amazing Triangle

  • #4
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    My communities:

    Leonara

    Leonara Swiftwind
    Female Wood Elf, 6th-Level Elf Ranger (XP 17,481)
    Medium Humanoid (Elf)

    Hit Dice: 2d6+4d8+6 (33.5 hp)
    Initiative: +4
    Speed: 30 ft. (6 squares)
    Armor Class: 21 (+4 Dex, +5 armor, +1 luck, +1 deflection), touch 16, flat-footed 16
    Base Attack/Grapple: +6/+10
    Attack: Elvencraft Darkwood Composite Longbow (+4 Str) +11 ranged (1d8+4/x3) or Elvencraft Darkwood Composite Longbow +11 melee (1d6+6) or Heavy Flail +10 melee (1d10+6/19-20)
    Full Attack: Elvencraft Darkwood Composite Longbow (+4 Str) +9/+9/+4 ranged (1d8+4/x3) or Elvencraft Darkwood Composite Longbow +11/+6 melee (1d6+6) or Heavy Flail +10/+5 melee (1d10+6/19-20)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Elf Favored Enemy (Undead +6, Orc +3), Spells
    Special Qualities: Elf Traits, Wild Empathy (+8[12]), Combat Style (archery), Elven Hound Companion, Improved Combat Style (archery)
    Saves: Fort +9, Ref +12, Will +6 (+2 vs enchantments)
    Abilities: Str 16(18), Dex 18, Con 12, Int 10, Wis 12, Cha 10
    Skills: Climb* +5(1), Handle Animal +5[9](5), Hide* +10(6), Jump* +9(5), Knowledge (nature) +7(5), Listen +12(9), Move Silently* +10(6), Search +7(5), Spot +17(9), Survival[aboveground/tracking] +6[8/10](5), Tumble* +10(4cc); * Armor Check Penalty 0
    Feats: Simple Weapon Proficiency, Martial Weapon Proficiency, Light Armor Proficiency, Shield Proficiency (except Tower Shield), Track, Endurance, Luck of Heroes, Natural Bond, Point Blank Shot, Precise Shot, Rapid Shot, Manyshot
    Home Region: Elven Court
    Patron Deity: Mielikki
    Alignment: Chaotic Good

    Leonara stands 5 feet 5 inches tall and weighs 117 pounds. She is 122 years old. Her long, black hair is worn in a single braid, a few strands of hair framing the fine-featured face with emerald eyes. Her lithe and athletic figure is dressed in comfortable leathers, on top of which she wears a simple green tunic and her finely crafted mithril chain shirt. A leathern bandoleer with several small pockets sits across her chest, and along with her backpack, to which her flail is strapped, and a wide grey-green hooded cloak, she wears a quiver on her back, next to which she has her darkwood longbow slung over one shoulder.

    Leonara speaks Common, Chondathan and Elven.

    Spells: As 6th-level ranger
    Spells per Day (2; save DC 11 + spell level):
    1st - 1 slot free, Hunter's Mercy.

    Equipment: Elvencraft Darkwood Composite Longbow (+4 Str, MW ranged, MW melee), Cold Iron Arrows (100), Cold Iron Fire Arrows (15), Silver Arrows (20), Heavy Flail, Dagger, +1 Mithril Chain Shirt, Traveler's Outfit (2), Heward's Handy Haversack, Backpack, Bedroll, Winter Blanket, MW Bandoleer, Belt Pouch (2), Silk Rope (100 ft.), Sack (2), Waterskin (2), Wooden Holy Symbol of Mielikki, Tanglefoot Bag (2), Alchemical Sleep Gas, Eyes of the Eagle, Cloak of Resistance +2, Ring of Protection +1, Belt of Ogre Strength +2, Wand of Cure Light Wounds (38 charges), Wand of Hunter's Mercy (38 charges), Scroll of Barkskin, Scroll of Tree Shape, Potion of Cure Light Wounds (4); 1,009 gp, 73 sp, 0 cp.

    Stalker, cooshee companion: Medium magical beast (animal); HD 6; hp 49; Init +4; Spd 50 ft.; AC 25, touch 14, flat-footed 21; Base Atk +6; Grp +10; Atk/full Atk Bite +10 melee (1d8+6); Space/Reach 5 ft./5 ft.; SQ low-light vision, immune to sleep, resist enchantment, scent, sprint (250 ft. charge, 1/hour), link, share spells, evasion, devotion; AL N; SV Fort +7, Ref +9, Will +3 (+2 vs enchantments); Str 19, Dex 19, Con 14, Int 2, Wis 12, Cha 8.
    Skills and Feats: Balance +8, Hide +8, Jump +16, Listen +7, Spot +7, Survival (tracking by scent) +2/6, Swim +8; Improved Natural Attack (bite), Track, Improved Natural Armor, Power Attack.
    Tricks: Attack (all creatures), Come, Defend, Down, Guard, Heel, Track, Assist Attack.
    Equipment: Leather Barding.

    Spoiler:


    Background:
    Spoiler:
    It was not the most peaceful life, that Leonara lived. The wood elf was born into a small elven community living near the old Elven Court in Cormanthor, the former home of the elves on Faerûn. Most of her kin had long forsaken their ancient home during the Elven Retreat and travelled to other places, like Evermeet or Evereska, and only few remained. The peace inside the impressive forest was often disturbed. With most of the elven defenses broken or disabled, it fell to the last elven inhabitants of Cormanthor to fend for themselves. The drow had begun to secure a foothold from where they were raiding the weaker communities, they did not yet dare to come close to the old Elven Court, but that was just a matter of time. Orc and gnoll bands were roaming freely beneath the giant maple trees. But the former Elven Court was still the most secure place to be.
    Leonara has been trained in the ways of the forest, the language of the animals, and in the fine art of elven warcraft, swordplay and archery. The ranger also had learned about the strengths and weaknesses of the living dead, which were often found near the ruins of Myth Drannor, where countless adventurers and treasure hunters had perished in the past. She sometimes accompanied raiding parties, that set out for the ancient ruins, fending off the undead, to drive them back before they would become a problem. Whenever the Elven Court itself was in danger, she was also there to defend its borders against humanoid raiders with her bow. But all that lies the past now.
    A few years ago, Leonara left Cormanthor together with an elven warband, to venture out into the lands of man. The elves would not be able to stand against the constant attacks alone, and the human lands were also plagued by war as it was known. It was the decision of the leaders of their community, that they would go and aid the humans in their struggle in the hope, that they would come to the defense of Cormanthor in turn. So they set out, equipped with the finest arms and armors the elves had to spare. At Leonara's side was the elven hound Stalker, an impressive canine with a natural bond to the elven race and a distrust in all others. Only an elf could rear and train the cooshee, as they are called in the elven tongue. Stalker was Leonara's companion for some years already, found and trained as a pup, the long-lived hound accompanied the elf on hunt and raid alike since he was old enough.
    The elves travelled to the south-west, to Cormyr, where they fought against orcish and goblinoid war parties. In one of those battles Leonara was seperated from her companions together with a few human militiamen. She found out later after the attackers were defeated, that her troupe had been routed. Most of them were likely dead. A search revealed only few survivors, but most of the other elves remained missing. Many of the human survivors were headed back to the city of Eveningstar, where they would recover and lend their strength to the local authorities. Leonara accompanied them, it was as good a place as any other this far from her home, and the prospect of seeing the tressym, the winged cats common to that area the other soldiers had told her of, filled her elven heart with joy.


    Elf Ranger, Elvencraft Bow and Hunter's Mercy:
    Spoiler:
    ELF RANGER

    Hit Die: d6 (used for substitution levels only)
    Skill Points: 8+Int (Balance as additional class skill for substitution levels only)

    1st Elf Favored Enemy replaces Favored Enemy
    4th Elven Hound Companion

    Elf Favored Enemy (Ex): An elf ranger's favored enemy ability grants him a +2 bonus to Hide, Listen, Move Silently, Spot, and Survival checks used against creatures of the chosen type, and a +2 bonus on weapon damage rolls against such creatures. If the elf ranger chooses humanoid (orc), undead or "servants of Lolth" as his favored enemy, these bonuses rise to +3. "Servants of Lolth" includes drow, monstrous spiders of all sizes, and driders; this is an addition to the normal list of options for a ranger's favored enemy found on page 47 of the Player's Handbook.
    This substitution feature replaces the standard ranger's 1st-level favore enemy class feature.
    This substitution feature also affects the elf ranger's later improvements to his favored enemy ability. Each time an elf ranger gains a new favored enemy, he can increase the bonus for one favored enemy by 2, or 3 if he chooses to increase his bonus against orcs, undead or servants of Lolth.

    Elven Hound Companion (Ex): A 4th-level elf ranger can select an elven hound (see page 189) as his animal companion, even though the creature is a magical beast. For the purpose of any of the ranger's spells that affect animals, as well as his use of Handle Animal or wild empathy on the companion, the elven hound is treated as an animal.

    ELVEN HOUND

    Medium Magical Beast
    Hit Dice: 2d10+2 (13 hp)
    Initiative: +3
    Speed: 50 ft. (10 squares)
    Armor Class: 17 (+3 Dex, +4 natural armor), touch 14, flat-footed 13
    Base Attack/Grapple: +2/+5
    Attack: Bite +5 melee (1d8+4)
    Full Attack: Bite +5 melee (1d8+4)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: -
    Special Qualities: Immune to sleep, low-light vision, resist enchantment, scent, sprint
    Saves: Fort +4, Ref +6, Will +1
    Abilities: Str 17, Dex 17, Con 13, Int 2, Wis 12, Cha 8
    Skills: Balance +7, Hide +7, Jump +15, Listen +5, Spot +5, Survival* +2, Swim +6
    Feats: Improved Natural Attack (bite), Track
    Environment: Temperate forests
    Organization: Solitary or pack (5-12)
    Challenge Rating: 1
    Treasure: None
    Alignment: Always neutral
    Advancement: 3-6 HD (Medium)
    Level Adjustment: -

    This odd-looking dog seems almost as big as a pony. It has a thick, greenish coat with large brown spots. It has exceedingly large feet with very long claws for a dog.

    The elven hound (called the cooshee in Elven) is a massive dog. It is most commonly found in the company of wood elves, who use it for both hunting and guard duties. Occasionally, high elves or gray elves will keep kennels of these dogs.
    An elven hound weighs more than 200 pounds and often stands as much as 2 feet high at the shoulders. Its huge paws house strong claws, which are curved to provide better traction in the soft loam of the forest lands. Its tail generally arcs over its back, but it hangs between the creature's legs when the hound is being scolded. Its ears point straight up, giving the creature an attentive, intelligent look. Cooshees are long-lived creatures, commonly reaching 100 years of age.

    Combat

    An elven hound is a very effective fighting machine. It has a bone-crunching bite, capable of dropping an orc warrior. Elves say one elven hound is worth five orcs; that's an exaggeration, to be sure, but an elven hound is a ferocious combatant nevertheless, especially when attacking prey distracted by a hail of elven arrows.

    Resist Enchantment (Ex): Like their elf masters, elven hounds have a +2 racial bonus on saving throws against enchantment spells or effects.

    Sprint (Ex): Although an elven hound can go head to head with many creatures, its strength lies in the chase. Once per hour, an elven hound can move five times its normal speed (250 feet) when it makes a charge.

    Skills: Elven hounds have a +4 racial bonus on Balance, Hide, Jump, and Swim checks, and a +2 racial bonus on Listen and Spot checks. *Elven hounds have a +4 racial bonus on Survival checks when tracking by scent.

    WEAPON MODIFICATIONS

    Bow, Elvencraft: One of the biggest problems facing any archer is deciding what to do when a foe gets within melee reach. Does one stand fast and take the consequences (which can prove painful if not deadly), fall back (not always practical), or drop the bow and draw a melee weapon (inconvenient at best). Elf bowyers have made the choice somewhat less difficult by crafting bows that can stand up to melee combat. Thanks to elven ingenuity, these weapons work as well as melee weapons as they do as ranged weapons.
    An elvencraft bow is thicker and heavier than a normal bow. An elvencraft shortbow functions as a club when wielded as a melee weapon. An elvencraft longbow functions as a quarterstaff when wielded as a melee weapon. The wielder incurs no penalty on attack roll when using an elvencraft bow as a melee weapon.
    A character wielding an elvencraft bow can freely interchange melee and ranged attacks during the same round. When wielding an elvencraft bow, the user threatens the squares around him no matter how he last used the weapon.
    Magical enhancements to an elvencraft bow only affects its use as a bow. Enhancements to the melee capabilites of the weapon must be added seperately.
    An elvencraft bow costs 300 gp more than a normal bow.

    Hunter's Mercy
    Transmutation
    Level: Ranger 1
    Components: S
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 round

    This transmutation makes a bow strike true. Your first hit with a bow (not including crossbows) in the next round is automatically a critical hit. If you don't hit in the round following the casting of this spell, the effect is wasted.
    Last edited by Thanee; Wednesday, 9th May, 2007 at 10:21 AM.

    “In our world, immortality is not for the living. The legend lives on!”
    In Memoriam Dave Arneson († April 7th, 2009) & Gary Gygax († March 4th, 2008).


    Wondering what the Dungeon Tiles are like? Take a look here.

  • #5

    Nira Cydatell

    Description
    Nira Cytadell stands at about 5’7”, has brown skin with high almost elven like check
    bones and has rich honey colored oval eyes. Her long dark hair runs down to the middle of
    back, has a rich brown hue to it and is complimented with vibrant sandy streaks of blond
    running randomly though out it. Her shirt and trousers are simple and earth toned matched
    with a light dark green cloak to help protect her from the elements. She caries a small
    light satchel fitted comfortably over of her shoulder and under her cloak with her Savior’s
    Holy symbol tied loosely around her neck in a silk chain. The only noticeable means of
    protecting herself is a hand carved master worked bow that is either carried across her
    back or in her hand and a small beautifully carved dagger that is worn on her left hip.
    Stat Block
    Code:
    Name: Nira Cydatell 
    Class: Druid 3 / Bard 2 / Green Whisperer 1  Age: 24
    Race: Human               Height: 5' 6"
    Size: Medium              Weight: 120 lbs
    Gender: Female 		  Eyes: Sandy
    Alignment: Neautral Good  Hair: Dirty & Bright Blond
    Deity: Mieklikki          Skin: Light Brown
    
    Class & Racial Traits:
    Character Level           Human 
    1 Feat at First Level      1 Free Feat at 1st Level 
    1 Feat at Third Level     +4 Skills points at 1st Level
    1 Feat at Sixth Level     +1 Skill point at each additional level
    +1 Ability Modifier       
    
    Druid                     Bard
    Animal Companion          Bardic Knowledge
    Nature Sense              Bardic Music (6xDay)
    Wild Empathy (+6)         Countersong
    Woodland Stride           Fascinate 
    Trackless Step            Inspire Courage +3
                           Inspire Competence +3 
    
    Str: 10 (+0)   Level: 6     XP: 17481
    Dex: 14 (+2)   BAB: +3      HP: 27 (3d8+3d6)
    Con: 10 (+0)   Grapple: +3  Dmg Red: -/-
    Int: 12 (+1)   Speed: 30'   Spell Res: -
    Wis: 17 (+3)   Init: +2     Spell Save: - 
    Cha: 16 (+3)   ACP: -0      Spell Fail: 10%
    
           Base Armor Shld  Dex Size Nat Misc Total
    Armor:  10   +4    +0   +2  +0   +0   +0   16
    Touch: 13    Flat-Footed: 12
    
          Base Mod Misc Total
    Fort:  5   +0   +1   +6
    Ref:   4   +2   +1   +7
    Will:  6   +3   +1   +10
    
    Armor           Bonus Dex ACP ASF  Weight  Cost
    St. Leather +1,  +4   +6   0  10%  15lbs  1765gp
    Leafweave (RoW)
    
    Weapon          Attack Damage Critical Range Weight Cost  
    C. Shortbow,MW    +6    1d6     x3     70ft  2 lbs  375gp
    Scimitar, MW     +4    1d6   18-20x2  10ft  4 lbs  310gp
    
    Equipment                   Cost / Weight
    Explorers outfit x1        (10 gp / 12 lb)
    Flint & Steel              (1 gp / 0 lb)
    Holy Symbol (Silver)       (25 gp / 0 lb)
    Belt Pouch                 (1 gp / .5 lb)
    Potion, Cure Light x2      (100 gp / 0 lb)
    Potion, Pro. From Evil x2  (100 gp / 0 lb)
    Potion, Remove Fear x1     (50 gp / 0 lb)
    Cloak of Charisma +2       (4000 gp / 0 lb)
    Vest of Resistamce +1      (1000 gp / 0 lb)
    Bag of Holding I           (2500 gp / 0 lb)
    *Badge of valor            (1400 gp / 0 lb) (+1 Bonus to Inspire Courage)
    *Pear of power I           (1000 gp / 0 lb) (1/day Recall 1st lvl spell)
    Masterwork Instruments:
          Lute: +1 caster level for bardic music effects 
          Mandolin: Increases attack +1, decreases damage & saves -1
          Drum: Increase damage +1, decreases saves -1
    
    *Magic Item Compendium
    
    Total Gold Spent: 14700
    Total Gold Remaining: 300
    
    Current Capacity: Light (30)
    Carry Capacity: Light: 0 – 33 Med.: 34 – 66 Heavy: 67 – 100 
                    Lift: 200 Drag: 500
    Languages: Druidic, Common, & Elven 
    
    Feats: (4)
    Versatile Performer (Vocals), Ashbound, Greenbound Summoning 
    Song of the Heart, Artist (regional)
    
    Skill Points: 57 Max Ranks: 9   
    Skills                Abil Ranks Mod Misc Total
    Appraise              Int    0   +1         1
    Balance               Dex    0   +2         2
    Bluff                 Cha    0   +3         3
    Climb                 Str    0    0         0
    Concentration         Con    9   +0         9
    Craft                 Int    0   +1         1
    Decipher Script       Int    0   +1         1
    Diplomacy             Cha    0   +3         3
    Disable Device        Dex    0   +2         2
    Disguise              Cha    0   +3         3
    Escape Artist         Dex    0   +2         2
    Forgery               Int    0   +1         0
    Gather Information    Cha    0   +3         3
    Handle Animal         Cha    5   +3         8
    Heal                  Wis    5   +3         8
    Hide                  Dex    0   +2         2
    Intimidate            Cha    0   +3         3
    Jump                  Str    0   0          0
    Knowledge (Nature)    Int    8   +1    +2   11 
    Knowledge (Bardic)    Int    5   +1   +3    9
    Listen                Wis    4   +3         7
    Move Silently         Dex    4   +2         6
    Open Lock             Dex    0   +2         2
    Perform (Strings)     Cha    9   +3    +4   16
    Perform (Vocals)      Cha    9   +3    +4   16 ** Versatile Performer Bonus
    Profession            Wis    0   +3         3 
    Ride                  Dex    0   +2         2 
    Search                Int    0   +1         1
    Sense Motive          Wis    0   +3         3
    Sleight of Hand       Dex    0   +2         2
    Spellcraft            Int    0   +1         1
    Spot                  Wis    5   +3         8
    Survival              Wis    5   +3    +2   10
    Swim                  Str    0   0          0
    Tumble                Dex    0   +2         2
    Use Magic Device      Cha    0   +3         3
    Use Rope              Dex    0   +2         2
    Denotes Class Skill -Bard
    Denotes Class Skill -Druid
    
    Bard  (DAYxTOTAL) Base DC: 13 + Spell Level Bonus Spells Per Day: +3
    0 Level (6x5)    1st Level (4x3)
    Read Magic       Inpirational Boost 
    Detect Magic     Charm Person
    Resistance      T.H. Laughter
    Mage Hand
    Light
    Ghost Sound
    
    Druid Base DC: 13 + Spell Level Bonus Spells: +3
    0 Level  (8)      1st Level  (6)        2nd Level  (5)
    Dawn x1           Snake Swiftness x2    S.N. Ally I (GS) x2
    Create Water x2   Entagnle x2     Snake Swiftness, Legion x2
    Resize x2         Cure Light x2   Numbing Spere x1
    Flare x2
    P. Food & Dr x1
    
    Lyric (Eagle) 
    HD: 3d8+3 (25) Initiative: +3 Speed: 10 ft (2 squares) Fly: 80ft Average (40 squares) 
    AC: 17 (Dex +3, Nat +2, Size +0, Dodge +1) Touch: 14 FF: 13 
    Base Attack/Grapple: +2 / -2 Space/Reach: 5ft / 5ft
    Attack: Talon +3 melee (1d6) 
    Full Attack: 2x Talon +3 melee (1d6) 
    & 1x Bite -2 melee (1d6) 
    Abilities: Str  11 ; Dex 16 ; Con 12 ; Int 2 ; Wis 14 ; Cha 6 
    Saves: Fort: 3, Ref: 5 , Will: 2, CR: 1 
    Special Qualities: Low-Light Vision 
    Skills & Feats: Listen +2 & Spot +14, Weapon Finese & Dodge
    Tricks Known (8): Attack, Down, Come, Heel, Defend, Seek, Track, & Stay
    Greenbound Summoning Template
    Greenbound Creature
    In the crumbling Siluvanedenn ruins of Telardon, powerful and ancient magical energies seep
    from an unknown number of buried arcane treasures. These energies transform hapless creatures
    near by into plantlike beings of great strength. A greenbound creature looks much like it
    did before transformation, although certain changes are apparent. The creature's flesh has
    been replaced by pulpy wood and thickly corded creepers, and tiny branches stick out from
    its torso, arms, and legs. Any feathers, hair, or fur is once had have been replaced by some
    combination of green vines, moss, and leaves. Greenbound Creatures speak any languages they
    knew before transformation, although their voices are now deep and gravelly.

    "Greenbound Creature" is an acquired template that can be added to any animal, fey, giant,
    humanoid, monstrous humanoid, or vermin (hereafter referred to as the base creature). A
    greenbound creature uses all the base creature's statistics and special abilities expect as
    noted here:

    Size and Type: The creatures type changes to plant with the appropriate augmented subtype.
    Do not recalculate base attack bonus, base saves, or skill points. Size is unchanged.
    Hit Dice: change all current Hit Dice to d8's.
    Armor Class: A greenbound creature's natural armor bonus improves by 6 over that of the base
    creature.
    Attack: A greenbound creature retains all the attacks of the base creature and also gains a
    slam attack if it didn't have one. If the base creature can use weapons, the greenbound
    creature retains this ability. A greenbound creature fighting without weapons uses either
    its slam attack or its primary natural weapon (if it has any). A greenbound creature armed
    with a weapon uses either its slam attack or a weapon, as it desires.
    Full Attack: A greenbound creature has a slam attack. If the base creature does not have this
    attack form, use the appropriate damage value from the table below according to the
    greenbound creature's size. A creature that has other kinds of natural weapons retains
    its old damage or uses the appropriate, value from the table below.

    Size______________Base Damage
    Fine-------------------1
    Diminutive-------------1d2
    Tiny-------------------1d3
    Small------------------1d4
    Medium----------------1d6
    Large------------------1d8
    Huge------------------2d6
    Gargantuan------------2d8
    Colossal---------------4d6


    Special Attacks: A greenbound creature retains all the special attacks of the base creature
    and gains those described below:
    Spell-Like Abilities: At will--entangle, pass without trace, speak with plants; 1/day--wall
    of thorns. Caster level equals greenbound creature's character level; save DC 10 + spell
    level + greenbound creature's Charisma modifier.
    Special Qualities: A greenbound creature retains all the special qualities of the base
    creature and gains those descripted below:
    Damage Reduction (Ex): A greenbound creature has damage reduction 10/magic and slashing. A
    greenbound creature's natural weapons are treated as magical weapon for the purpose of
    overcoming damage reduction.
    Fast Healing (Ex): A greenbound creature heals 3 points of damage each round so long as it
    has at least 1 hit point. If reduced to 0 or fewer hit points, It is slain.
    Grapple Bonus (Ex): The thorny hooks on a greenbound creature's hand and feats grant it a +4
    bonus on grapple checks.
    Resistance to Cold and Electicity (Ex): A greenbound creature gains resistance 10 to cold
    and electricity.
    Tremorsense (Ex): Greenbound creatures can automatically sense the location of anything
    within 60 feet that is in contact with the ground.
    Abilities: Increase from the Base creature as following: Str +6, Dex +2, Con +4, Cha +4.
    Skills: *A greenbound creature gains a +16 racial bonus on Hide and Move Silently checks
    made in forested areas.
    Environment: Any forests.
    Organizitation: Same as the base creature.
    Challenge Rating: Same as the base creature +2.
    Treasure: Standard.
    Alignment: Same as the base creature.
    Advancement: By character class or as base creature.
    Level Adjustment: Same as the base creature +8.
    Character Progression & PrC Green Whisperer (Dragon Mag)
    Code:
    Char Level Class Level Class Adjustments
     6   Green  Wh     1   Bardic Knowledge, Bardic Music, Song of the Heart*
     7   Green  Wh     2 
     8   Green  Wh     3   Soothe The Savage Beast, Wis +1
     9   Green  Wh     4   *Music of Growth
     10  Green  Wh     5   Green Ear
    *Devotes Projected Feat selection
    
    Ability Descriptions
    Bardic Knowledge: Green Whisperer levels stack with bards in determining max 
    bonus, but only when making checks that have something involving plants, animals, the 
    elements, or items associated with these topics. 
    Bardic Music: Green Whisperer levels stack with bards in determining abilities,
    duration and so on. 
    Spells Per Day: Green Whisperer levels stack with bards and druids in 
    determining the amount of spells known and spells per day. They gain additional spells as if 
    they gained a level in each class but gain no other abilities from the druid class. 
    Song of the Heart: Increases the effects of all bardic 'Inspire' songs by +1.
    Soothe The Savage Beast: Animals & Magical beasts suffer a -2 to saves against
    Fascinate, suggestion, and mass suggestion.
    Music of Growth: You grant a +4 enhancement bonus to Str & Con scores of
    every creature of the animal or plant type within 30ft. Counts as a daily use of bardic 
    music 
    Green Ear: Mind affecting bardic music abilities effects creatures of the plant
    type.
    Last edited by Bloodweaver1; Tuesday, 8th May, 2007 at 02:54 AM.

  • #6
    Male Human
    Rogue 1/Warlock 1/Human Paragon 3
    Neutral Good
    Worships Tymora



    Str 10 (+0) (2 points)
    Dex 18 (+4) (13 points, +1 level)
    Con 11 (+0) (3 points)
    Int 18 (+4) (10 points, +2 racial)
    Wis 8 (-1) (0 points)
    Cha 10 (+0) (2 points)

    Hit Points: 20 (3d6+2d8)
    AC: 20 (10, +4 dex, +5 armor, +1 shield), Touch: 14, Flatfooted: 16
    Initiative: +4
    BAB: +2, Grapple: +2
    Speed: 30 feet

    Saves
    Fort: +1 (+0 rogue, +0 warlock, +1 human paragon, +0 con)
    Ref: +7 (+2 rogue, +0 warlock, +1 human paragon, +3 dex)
    Will: +4 (+0 rogue, +2 warlock, +3 human paragon, -1 wis)
    Attacks
    +2 melee, dagger, 1d4 (+1d6 sneak attack), 19-20/x2
    +4 ranged, eldritch blast, 2d6 (+1d6 sneak attack), x2, 60' range
    Skills 48 rogue, 6 warlock, 24 human paragon, 8 human (86 total)
    Bluff +4 (4 ranks, +0 cha)
    Decipher Script +11 (7 ranks, +4 int)
    Disable Device +18 (8 ranks, +4 int, +6 fiendish fingers)
    Escape Artist +11 (7 ranks, +4 dex)
    Hide +12 (8 ranks, +4 dex)
    Knoledge (Arcana) +8 (4 ranks, +4 int)
    Move Silently +12 (8 ranks, +4 dex)
    Open Lock +18 (8 ranks, +4 int, +6 fiendish fingers)
    Search +17 (8 ranks, +4 int, +5 competence)
    Slight of Hand +14 (4 ranks, +4 dex, +6 fiendish fingers)
    Spot +7 (8 ranks, -1 wis)
    Tumble +8 (4 ranks, +4 dex)
    Use Magic Device +8 (8 ranks, +0 cha)
    Speaks Common,
    Armor Check Penalty: -? (-? armor, -? shield)
    Feats
    Able Learner (Level 1 – Race – RoD)
    Mortalbane (Level 1 – Character – BoVD)
    Point Blank Shot (Level 3 – Character)
    Precise Shot (Level 4 – Human Paragon Bonus)
    Racial Traits
    Size: Medium
    Base Speed: 30 ft.
    Skill Bonuses: 4 extra skill points at first level, 1 extra skill point each level thereafter
    One Bonus Feat at first level
    Favored Class: Warlock
    Special Abilities
    Sneak Attack 1d6 (Rogue 1)
    Trapfinding (Rogue 1)
    Eldritch Blast 2d6 (Warlock 3)
    Adaptive Learning (Human Paragon 1)
    Caster Levels:
    CL 3 Warlock
    Warlock Invocations
    Fiendish Fingers*:+6 bonus to disable device, open lock, and sleight of hand checks active 24 hours/day
    Spider Walk:As the spell, active 24 hours/day
    Equipment
    Twin Daggers-4 gp, 2 lbs
    Mithral Breastplate-4,200 gp, 12.5 lbs
    Buckler-15 gp, 1 lb
    Traveler’s Outfit-1 gp, 5 lbs.
    Goggles of Minute Seeing-1,250 gp, - lbs.
    Wand of Lesser Vigor (CD)-750 gp (45 charges)
    278 Platinum Pieces (6.5 lbs.)

    Appearance/Personality
    Chik is a handsome fellow, with the well shaped face of a young man, framed in slightly wavy black hair that hangs down around his ears. Despite his good looks, he gives off a kind of menacing air that usually makes people somewhat uncomfortable around him. Chik wears a well made breastplate for protection, and the dagger worn at his hip is exposed for all to see.

    For anyone who has spent some time with Chik, it’s easy to tell that he is a man with the best of intentions, but who often looses his temper, resulting in fits of rage that often get him in trouble. His friendship is loyal, but hard to earn. Chik doesn’t talk about his past much, but given his emotional problems and the constant battle he seems to be fighting with some inner demon, it’s easy to see that there are some skeletons in the closet.


    Background
    Chick was abandoned by his father at a young age, and he grew up in an orphanage in Immersea until he was almost nine years old. Being a poor kid with lots of free time in a city of rich nobles, it didn’t take Chik long to develop into a mischievous child who often got into trouble for “acquiring” things that didn’t belong to him. Even though his life took the same form as many of the kids around him, Chik always felt a bit different. Most of the lessons they were taught buy the house-wives seemed to make sense to the other children, while Chik really had to struggle with things to make them make sense. For instance, everyone else seemed to understand that stealing was wrong, and while Chik had that intuition (in a very weak sense), he also had something inside him that told him there was no problem with doing things like that.

    If his other mischief wasn’t enough, Chik got into many fights during his younger years, mostly as a result of people picking on his name. Chik hated the name, but he couldn’t let it go for some reason and always refused to use nicknames. After all, it was the only connection he had to his past. One time when he was being harassed by another child who quickly ran to hide by locking himself behind the cellar door, Chik discovered something else about himself – he was able to wield some kind of magic. Not knowing what he was doing, he let the anger within him explode outward and actually destroyed the door in a flash of purple fire, leaving the child behind it scared, and the mistress of the orphanage too worried to keep such a liability around.

    And so it was that Chik, now only 12 years old, was abandoned to the world once again-only this time he didn’t mind. He spent a good deal of time traveling around Cormyr, grappling with the things he had been taught as a child and his innate nature that led him to do things that were often objectionable. After traveling for eight years and still carrying on this inner struggle, Chik is both closer to the truth and further away from it. He has accepted the rightness and wrongness of certain kinds of actions, and tries his best to lead a moral life, but he also finds joy in the chaos of life that often accompanies an absence of such morals.

    Chik is on his way to Eveningstar right now, hearing that there are ruins about that might be profitable to explore. He enjoys those kinds of jobs since he has some skill at carefully finding his way through dangerously trapped places, but right now he is hoping to find some company to travel with.

    If you want a further glimpse into the mind of this troubled young man, read on…

    Why in the nine hells would someone name their kid Chik? Aw, never mind that question, I’ve been askin it ever since I was a lad and kids used to make fun of me while I played with them. I suppose my father, whoever the bastard was, must have know that with a name like this, I’d either grow up tough or die trying, and anything in between wasn’t worth the trouble of givin me a proper name. He musta had a harsh view of the world, but I suppose I can’t fault him for that.

    Still, it bothers me on nights like this when I sit outside a tavern, bruised up and a couple of silvers short after a bad rumble inside. No real reason for it, but folks just can’t help but make a few jabs when they find out what my name is. Course I can’t help but smash their face in neither…but I suppose we all have our weaknesses. Sometimes I think mine aren’t just weaknesses though, but rather something deep down inside me, pullin my gut this way and that, tryin ta make me do stuff I know better than to.

    Strange thing is, it’s that same feeling in my gut that seems to give me the strange powers I have. Ever since I can remember, since my young days living at the orphanage, I always felt like something was different about me, and I knew it was true when I finally blew a hole in the wall on accident with some funny magical power. Memories like that don’t do much for me now. Best I can hope for is to keep on surviving, and god knows it’s a game of dice in this world.

    Well I may not have found as much drink as I would have like tonight, and I sure as hell missed my chance with that serving maid, but at least I left one of those fellows with a messed up face. I suppose this town's gonna be tired of me pretty soon, so I might as well start packing. If I remember right, there's a little town called Eveningstar right up the road a ways. Ya, that’s right, I heard there might be some exploring to do around the countryside while I’m there and a small town like that won’t have any trouble in store for someone like me…

    *Fiendish Fingers
    Spoiler:

    Least; 2nd
    By invoking this ability, you gain acute senses that help you manipulate fine objects. You gain a +6 bonus on Disable Device, Open Lock, and Sleight of Hand checks for 24 hours.

    Future Plans

    Spoiler:
    At level up, Chik plans to take a level of Spellthief. Following that, he will be progressing through all ten levels of Arcane Trickster.
    Dannyalcatraz: IMHO, what D20 needs is something like a Continuity Office(r[s]). DC Comics did something like that when they found that many characters had differing abilities, etc. depending upon what title was being discussed...And, with this in mind, an annual update could be released in either PDF or Magazine form that would contain the rules corrections.

    pbd: Or we could eat poor children.

  • #7
    Registered User
    Lama (Lvl 13)

    Rhun's Avatar

    Join Date
    Feb 2005
    Location
    Salt Lake City, Utah
    Posts
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    ø Ignore Rhun
    My communities:

    Thodan of Tempus

    Background/Appearance/Personality
    Spoiler:

    Thodan was born in the small village of Orbesh, in the Fields of Nun. The youngest son of a poor farmer, his early life consisted of hard work and little in the way of luxury. At an age of ten, Thodan’s father gave him over to the priesthood of Tempus, hoping the boy would find a better life amongst the clergy.

    Thodan entered the clergy, and became an acolyte of the cleric Theodoric, a patriarch of Tempus who presided over an ancient Chessentan citadel turned shrine within the Chondalwood forest. Thodan served Theodoric for several years, performing his duties well, strengthening into a man and learning the ways of combat. And then something happened that changed all that. Theodoric received a visitor by the name of Lord Yrkhetep, and shortly after that visit began to act strangely. When the patriarch began to practice necromancy, raising the bodies of honorable warriors from their well-deserved sleep, Thodan prayed to Tempus for guidance.

    In what could only be described as a vision, the spirit of an ancient Chessentan numeri peditatae appeared to him, and warned him to flee the shrine. Explaining to him that his life was in danger, the spirit told him to travel north, that the Lord of Battles had need of him in the lands of the purple dragon.

    Believing the vision to be a message from his god, Thodan fled the shrine and traveled north to Hlath and then caught ship to Hlondeth. From there he traveled overland to Teziir, and then caught ship across The Dragonmere to the Cormyrian capital of Suzail.

    Thodan has now been in Cormyr for nearly a decade, trying to find what need the Lord of Battles has for him within this land. Although the young cleric still receives the occasional vision or dream hinting at his purpose within these lands, he still wanders somewhat aimlessly, helping those deserving warriors he finds along his way.

    Thodan’s most recent vision implored him to seek out the “the star of twilight.” Thus, he has traveled to the idyllic farming village of Eveningstar, hoping to find some clue as to his purpose in Cormyr.

    Thodan is a gruff, dour man, who lives to fight the next battle and do glory in the name of his god, Tempus. He takes his calling very seriously. He truly believes that Tempus is communicating with him through these visions and dreams that he has had, though so far the messages have been rather cryptic. He follows Tempus’ dogma strictly, and conducts himself honorably in battle. No stranger to the thrill of battles, Thodan is not one to back down from a fight, and is well neigh fearless in the face of danger.

    Thodan enjoys good food and strong drink, and tales and songs of combat and glory. While he works well with a group, he has been spent most of his recent past as something of a lone wolf. Thus, he is used to doing things for himself. While generally gruff and terse, he can be pleasant enough when one takes the time to get to know him. His lust for battle and adventure is impressive, and he can be very strong in his views.

    At 6’ 1” in height and 185 lbs, with a muscular build, Thodan looks the part of a veteran warrior rather than a priest. His hair is shoulder length, a tangled mess of greasy brown locks, and his face is covered with permanent stubble. His face has the rugged and weathered look of someone who spends most of their time in the sun and wind. Thodan’s eyes are a vibrant cobalt blue in color, and give him a presence that his otherwise average looks could not normally do.

    Thodan dresses in well-worn, comfortable clothing. Leathers and wools make up the bulk of what he wears, in subdued shades of brown, grey and green. Although his armor and weapons show the signs of heavy use, anyone familiar with warcraft would note that they are extremely well cared for.


    Character Sheet
    Spoiler:

    Human male, age 28
    Alingment: Chaotic Good

    Str: 14 (+2) (6 points)
    Dex: 10 (+0) (2 points)
    Con: 14 (+2) (6 points)
    Int: 10 (+0) (2 points)
    Wis: 19 (+4) (10 points, +1 level advancement, +2 enhancement)
    Cha: 12 (+1) (4 points)

    Cleric, level 6
    Experience: 17919
    Hit Points: 42 (8 + 22 + 12 con)

    Armor Class: 20 (10 base + 8 full plate + 2 shield + 1 feat)
    Touch AC: 10
    Flat-footed AC: 20
    ACP: -7

    Initiative: +4
    Base Speed: 30' (20’ in half-plate)

    Saves:
    Fort +9 (+5 base, +2 con, +1 vest, +1 feat)
    Ref +6 (+2 base, +0 dex, +2 lightning reflexes, +1 vest, +1 feat)
    Wil +11 (+5 base, +4 wis, +1 vest, +1 feat)

    BAB: +4
    Attack:
    +8 attack, battleaxe +1 (1d8 + 1 + 2 str)
    +6 attack, morningstar (1d8 + 2 str)
    +5 attack, mw light crossbow (1d8)

    Feats: (Luck of Heroes), Extra Turning, Lightning Reflexes, Improved Initiative, Divine Vigor

    Skills (27)
    Concentration +11 (9 ranks, +2 con)
    Diplomacy +5 (4 ranks, +1 cha)
    Heal +8 (4 ranks, +4 wis)
    Knowledge (religion) +5 (5 ranks, +0 int)
    Spellcraft +4 (4 ranks, +0 int)

    Languages: Common, Chondathan, Chessentan,

    Class Features: Aura, Spells, Domain Powers, Spontaneous Casting (cure), Turn Undead 8 times per day (+2 bonus to turn checks from 5 ranks in Knowledge: Religion),

    Domains
    War: Martial Proficiency (battleaxe), Weapon Focus (battleaxe)
    Strength: Perform feat of strength 1/day (+6 enhancement to Str for 1 round)

    Spells Per Day (includes bonus spells for Wis)
    0-level (DC14): 5
    1st level (DC15): 4+1
    2nd level (DC16): 4+1
    3rd level (DC17): 3+1

    Equipment/Possessions
    Spiked Full Plate Armor, mw 1700 gp 60 lb
    Heavy darkwood shield, mw (with silver holy symbol) 270 gp 5 lb
    Battleaxe +1 2310 gp 6 lb
    Traveler's cloak (Magic of Faerun) 1200 gp 1 lb
    Vest of resistance +1 1000 gp 1lb
    Handy Haversack 2000 gp 5 lb
    Periapt of Wisdom +2 4000gp 1lb
    Everburning Torch (crafted with Continual Flame) 50 gp 1 lb
    Morningstar 8 gp 6 lb
    Dagger 2 gp 1 lb
    Light crossbow, mw 335 gp 4 lb
    40 bolts 2 gp 6 lb
    Explorers outfit 10 gp 8 lb
    Bedroll 1 sp 5 lb
    Beltpouch 1gp ½ lb
    Spell component pouch 5 gp 2 lb
    Holy symbol, silver (mounted to shield) 25 gp 1 lb
    Holy symbol, wooden 1 gp -
    Flint & steel 1 gp –
    2 Empty sacks 2 sp 1 lb
    War horn 5 gp 3 lb
    Whetstone 2 cp 1 lb
    223gp




    Future plans
    Spoiler:

    As far as future direction for Thodan, I'm thinking of going for Divine Disciple from the FRCS. I had considered War Priest, but since it looks like I am the only cleric in the party, I don't think I will want to sacrifice any caster levels. I will stay with straight cleric at least through Level 8.
    Last edited by Rhun; Thursday, 19th July, 2007 at 03:19 PM.

  • #8
    Registered User
    Novice (Lvl 1)

    D20Dazza's Avatar

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    Farrer
    Posts
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    ø Ignore D20Dazza

    Glandred d'Azerkyn - Shield Maiden of Azerkyn

    stats

    Dwarf (Shield) Fighter 6
    Medium Humanoid
    Alignment: Neutral Good
    Deity: Haela Brightaxe (Lady of the Fray, Luckmaiden)
    Region: Cormyr, Eagle Peak, Storm Horns (hamlet, 153; FRCS 112)
    Sex: Female
    Height: 4’7”
    Weight: 132 lbs
    Skin: Dark, almost red tone
    Exp: 15681

    Hair: Flame red
    Eyes: Orange
    Age: 121

    Str: 18 (+4) [13 points]
    Dex: 12 (+1) [4 points]
    Con: 16 (+3) [6 points]
    Int: 12 (+1) [4 points]
    Wis: 9 (-1) [1 points]
    Cha: 8 (-1) [2 points]
    * +2 con; -2 Cha
    Level: +1 Str (4th)

    Racial Abilities
    Darkvision 60'
    Stonecunning
    Weapon Familiarity - dwarven urgoshes and waraxes
    Stability - +4 to resist bull rush and trip attempts when standing on the ground

    Class Abilities
    proficient with all simple and martial weapons
    proficient with all armour and shields
    bonus feat x 4 (1, 2, 4 and 6)

    Hit Dice: 6d10
    HP: 55 Current: 55 (13+8+9+8+9+8)
    AC: 22 (+1 Dex, +7 Armour, +1 Buckler, +2 Magic, +1 Feat) Touch – 11, Flat-footed – 20
    ACP: -4
    Init: +1 (+1 Dex)
    Speed: 15ft
    *+4 dodge bonus to AC vs giants

    Saves:
    Fortitude +9 [5 base, +3 Con, +1 Magic]
    Reflex +4 [+2 base, +1 Dex, +1 Magic]
    Will +2 [+2 base, -1 Wis, +1 Magic]
    *+4 vs fire effects (Azerblood); +2 vs poison (dwarf); +2 vs spells and spell effects (dwarf)

    BAB/Grapple: +6-+1/+10
    Melee Atk: +12/+7 Dwarven Waraxe (1d10+6/x3) - +1 weapon focus, +1 magic
    Melee Atk: +12/+7 Hand Axe (1d6+4, x3) - +1 weapon focus, +1 m/work
    2 handed: +10/+10 (+5/+5)
    Melee Atk: +11 Warhammer (1d8+4/x3) - +1 m/work
    Ranged Atk: +7 Light Crossbow (1d8, 19-20/x2, 80')
    * +1 attacks vs orcs and goblinoids (dwarf)

    Class Skills: 12+3+3+3+3+3
    Climb 6 [6 ranks, +4 Str, -4 ACP]
    Craft (weaponsmithing) 8 [6 ranks, +1 Int, +1 Azerblood]
    Handle Animal -1 [0 ranks, -1 Chr]
    Intimidate 8 [9 ranks, -1 Chr]
    Jump 6 [6 ranks, +4 Str, -4 ACP]
    Ride 1 [+1 Dex]
    Swim -4 [0 ranks, +4 Str, -8 ACP]
    *+2 Appraise (stone or metal) (dwarf); +2 Craft (stone or metal) (dwarf)

    Feats:
    1. Azerblood - descendant of Clan Azerkyn - +4 saves versus fire effects, +1 craft (armoursmithing, blacksmithing and weaponsmithing) RofF
    1. Weapon Focus (dwarven waraxe) - +1 attacks
    2. Two Weapon Fighting
    3. Shielded Axe - Keep buckler bonus when fighting with dwarf waraxe and handaxe RoS
    4. Heavy Armour Optimisation -1 ACP, +1 AC RoS
    5. Weapon Focus (handaxe) - +1 attacks
    6. Weapon Specialisation (dwarven war axe) - +2 damage

    Languages: Dwarf, Common, Ignan

    Equipment 100/200/300 300/600 1500

    Wearing or carrying at hand
    Masterwork Banded Mail +2 – 4400 gp (35 lb) ACP -5
    Masterwork Buckler - 165 gp (5lb) ACP 0
    Dagger - 2 gp (1lb)
    Masterwork Dwarf Waraxe +1 – 2330 gp (5lb) (Slashing)
    Masterwork Hand Axe – 306 gp (3lb) (Slashing)
    Masterwork Warhammer – 312 gp (5 lbs) (Bludgeoning)
    Light Crossbow - 35 gp (4lb) (Piercing)
    19 bolts - 2 gp (4lb)

    In or on containers
    Backpack - 2gp (2 lbs)
    Waterskin – 1gp (4 lbs)
    Flint and Steel – 1 gp (--)
    Whetstone - 2cp (1lb)
    Bedroll - 1sp (5lb)
    20 days Iron Rations - 10gp (10lb)
    Potion of Bulls Strength - 300gp
    Cloak of Resistance +1 - 1000gp
    Potion of Hide from Undead - 50gp
    Potion of Jump - 50gp
    4 potions of cure light wounds - 0gp

    Total weight carried – 88 lbs, light load.

    Money
    8279gp 10 sp 11 cp


    Appearance, Personality, Background

    Appearance: Glandred is well muscled with bronze, almost red skin. Her hair is worn long and, like the downy growth upon her cheeks, is a fiery orange in colour. Her eyes are dark, almost black with pale orange pupils. She favours dark colours, particularly mauves, purples, reds, blues and deep oranges and yellows. She carries herself with a swaggering confidence gained through the knowledge that she seems to finally be in control of her own destiny.

    Personality: Glandred is a little confused. There seems to be large chunks of her memory that are missing. She doesn't have any idea what happened previous to the last year and she acts accordingly. She is a little paranoid, seeing a threat behind every shadow, she is cautious around strangers though always ready to take matters into her own hands. She is impatient and hates standing in ques or large crowds. If she trusts someone she trusts them implicitly, and can be easily led by such individuals.

    Background: Glandred literally translates as Forgotten or Lost Maiden (RoS 25). Glandred has no idea as to her past. She woke up just over a year ago high in the Storm Horns battered and bruised. She wandered for a couple of days before, half dead, she stumbled into Eagle Peak. She only had the possessions she wore and no money and so was forced to work for the human smith Belden for a year and a day in return for lodgings, a stipend and a little extra equipment once the tenure was over.

    Glandred proved to be a great asset to Belden and secretly he squirreled away a portion of the money he made from her wares. After the term of the contract was up Belden presented Glandred with a warhammer and her share of the takings from the year. Glandred, although moved to tears by the friendship of Belden, had resolved to depart as soon as she could so she could try and solve the mystery of her past.

    Glandred said her goodbyes to Belden not more than 3 weeks ago and has slowly made her way out of the Storm Horns and through Cormyr since. She has been in Eveningstar for only a week and is starting to run low on funds. She is reluctant to get a job at another smithy so soon after leaving her last job and so is looking for a more direct means to earn some money, and a chance to practice her martial skills.

    Note: She recalls her surname but not the signifigance of its meaning.

    Last edited by D20Dazza; Monday, 19th June, 2006 at 12:54 PM.

  • #9
    Spawn of Khyber/LEB Judge
    Enchanter (Lvl 12)

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    ø Ignore stonegod
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    Vardrin Theese, Fiend Tainted

    Vardrin Theese CR 6 (18000 xp)
    Male human evoker 5/acolyte of the skin 1
    LN Medium humanoid (human)
    Patron Deity Ogmah
    Init +4; Senses darkvision; Listen -1, Spot -1
    Languages Abyssal, Common, Chondanthan, Infernal, Orc, Undercommon

    AC 20*, touch 15, flat-footed 16*; * includes mage armor
    hp 30/30 (6 HD)
    Fort +6, Ref +6, Will +7

    Spd 30 ft.
    Melee +1 rapier +7 (1d6/18-20)
    Base Atk +2; Grp +2
    Attack Options Weapon Finesse
    Combat Gear 3 potions of cure moderate wounds, 2 scrolls of fly, scroll of protection from energy, 2 potions of invisibility, wand of Snilloc's snow swarm (CL 3, 49), wand of magic missiles (CL 7, 4 1d4+1 missiles, 6 charges), wand of true strike (50 charges)
    Wizard Spells Prepared (CL 5, +6 melee/ranged touch attack):
    ~ 3rd (2+1): fireball [uttercold] x1+S (CL 6, DC 17), sleet storm
    ~ 2nd (3+1): protection from arrows, scorching ray [uttercold] (S, CL 6), snow swarm [uttercold] x1+S (CL 6, DC 16),
    ~ 1st (4+1): burning hands [uttercold] (CL 6, DC 16), ice dagger [uttercold] x1+S (CL 6), mage armor*, shield
    ~ 0 (5+1): detect magic, flare, ray of frost x2 [uttercold] (CL 6), resistance
    (S) Specialist Spell. Specialization: Evocation. Prohibited Schools: Enchantment, Illusion
    * Already cast

    Spell-Like Abilities:
    ~ 1/day: poison (CL 8, DC 17, +6 melee touch)

    Abilities Str 10, Dex 18, Con 14, Int 18, Wis 8, Cha 12
    Special Qualities energy affinity (cold), wear fiend
    Feats Discipline [Regional], Energy Substitution: cold, Enlarge Spell, Lord of the Uttercold (B), Martial Weapon Proficiency: rapier, Scribe Scroll (B), Weapon Finesse
    Skills Concentration +13, Decipher Script +9, Knowledge (arcana) +13, Knowledge (the planes) +13, Spellcraft +13
    Possessions combat possessions and +1 rapier, headband of intellect +2, ring of protection +1, cloak of resistance +1, belt pouches (2), ink (2), inkpen, parchment (4), scroll case, spellbook (37 pages left, trapped with explosive runes), spell component pouch, traveler's outfit, waterskin, 987.5 gp.
    Wizard Spells Known: 0-all; 1st-burning hands, chill touch, endure elements, ice dagger, identify, mage armor, shield, true strike; 2nd-blades of fire, false life, fireburst, protection from arrows, resist energy, scorching ray, Snilloc's snowball swarm, spider climb; 3rd-dispel magic, explosive runes, fireball, fly, magic circle against evil, phantom steed, protection from energy, sleet storm, wind wall

    Discipline (Ex): Vardrin gains a +1 on Will saves and a +2 on Concentration checks
    Energy Affinity: cold (Ex): Any time Vardrin casts an evocation spell with the cold energy type, he casts the spell as if his caster level were one higher.
    Energy Substitution: cold (Ex): Vardrin can substitute cold as the energy descriptor for any spell.
    Lord of the Uttercold (Ex): Cold spells are half cold damage and half negative energy damage.
    Wear Fiend (Su): The fiendish skin bonded to Vardrin grants him a +2 inherent bonus to Dexterity, a +1 natural armor bonus, and darkvision.

    Blades of fire Conj. [Fire] Sor/Wiz 1. Comp: V. Casting: 1 swift. Range: Touch. Targets: Two weapons wielded. Duration: 1 round. Resistance: No. Wielded weapon does an extra 1d8 fire damage.
    Fireburst Evoc. [Fire] Sor/Wiz 2. Comp: V, S, M. Casting: 1 standard. Range: 10 ft. Effect: Burst of fire extending 10 ft. from you. Duration: Instant. Resistance: Yes. Anyone w/in 10 ft. takes 1d8 fire damage per level (5d8 max).
    Ice dagger Evoc. [Cold] Sor/Wiz 1. Comp: V, S, M. Casting: 1 standard. Range: Close. SR: Yes. Thrown splash weapon (ice dagger); ranged touch; 1d4 cold damage per level (5d4 max) and splash damage of 1.
    Snowball Swarm Evoc. [Cold] Sor/Wiz 2. Comp: V, S, M. Casting: 1 standard. Range: Medium. Area: 10 ft. radius burst. Save: Reflex half. SR: Yes. 2d6 cold damage + 1d6 per two levels over 3rd (5d6 max).

    Concept

    Vardrin uses evil to fight evil; in this case, the power of the Uttercold fiends to fight other scourges of evil. This of course comes at a price, and he must fight his urges in order to make a positive mark in the world.

    Background

    Vardrin Theese was once a young up-and-comer in the Cormyr War Wizards. Born in Arabel, he felt a sense of duty to his kingdom after all the previous troubles that Cormyr had weathered. In his training, he was among an elite cadre of specially trained evokers; these special wizards were trained in the expert manipulation of energy. Vardrin's arcane thesis and focus was on the use of cold energies, a sometimes under-appreciated element among his peers.

    After graduating from his training, Vardrin requested to be stationed in Arabel, close to home. There we worked for several years, furthering his extra-planar and energy-based studies and protection Cormyr's citizens. That was all to change in 1371 DR, and the invasion lead by the "Devil Dragon."

    Vardrin Theese stayed for the defense of the city, letting others escape via magic to Suzail. He was to retreat later, but he was captured by orcs that he swore bore the mark of fiends. They tortured him---destroyed his hands, cut out his tongue, did worse things---for days. It was only through the efforts of a rearguard force of Purple Knights that he was eventually rescued. But, by then, Vardrin had changed. His physical wounds could be healed, but not his mental ones.

    Vardrin swore revenge, and joined Myrmeen Lhal's quest for vengeance to reclaim Arabel. He sought more power, the arcane power to defeat the fiendish orcs. He withrew into himself, began exploring dark lore normally forbidden to the War Wizards. This is when he discovered the Lords of the Uttercold, and saw a way to power.

    Vardrin's arcane might grew; his arcane cold could not be stopped. He was present when Arabel was reclaimed, but it was soon after that his superiors found his taboo studies and expelled him from the War Wizards. Disgraced, and still not satisfied with his revenge (many orcs, probably the fiendish-allied ones that tortured him, escaped), Vardrin began wandering, seeking dark places, gaining more power, but at the cost of his goodness.

    Vardrin does not recall exactly when he found and committed to the Ritual of Bonding. He believed the ritual would grant him even more control over the uttercold, allowing him more assured victory over his enemies. He was more than convinced that the ends justified the means, and thought he would firmly be in control.

    He was wrong.

    Vardrin lost himself for a while. When he controlled himself once more, he recalled only partly the things he had done. He was sickened, ashamed, lost. But it was too late---the ritual was complete, and it was permanent.

    Vardrin has spent the time since regaining himself wandering Cormyr, trying to fight off evil, right wrongs, and make up for his past. Revenge still smolders---revenge against the ones who tortured him, revenge against the ones that fooled him with the ritual---but he keeps it low, knowing that it can consume him. He seeks redemption for himself, but only he will know when he has reached it.

    Personality

    Vardrin is outgoing, and prefers the company of others. He was trained to work in groups, and feels at home there. However, ever since the Fall of Arabel, there has been a more secretive and angry side as well. He occasionally has dark mood swings, and can be very aggressive in doing "what needs to be done" when fighting evil. He talks little about his past, however, preferring to focus on the future.

    Vardrin sees his path as using the tools of evil against evil. Thus, he is interested in obscure lore, especially outer planar lore. He will take up the banner for causes against tyranny and evil, especially if magical or planar interference is suspected. He is a stalwart friend and implacable foe.

    Appearance

    Vardrin is a man approaching middle age (30) and there are marks of a hard life in his green eyes and the white interlacing his red hair and goatee. His hands are calloused and appear to have been severely broken at some time. Though dressed as a common traveller, he carries a weapon by his side and appears to have some familiarity with it. At first glance, nothing about Vardrin speaks to his arcane power or former membership in the War Wizards, but on closer look, there is this otherness---his very pale skin, a coldness to the eye---that sets him apart.
    Last edited by stonegod; Tuesday, 8th May, 2007 at 11:00 PM. Reason: 5/7: Update spells, potion, XP
    stonegod -- LEB judge and spawn of Khyber since 2005 (Blog)

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  • #10
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    Minor Trickster (Lvl 4)



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    ø Ignore Legildur
    Dowkan, dwarf Fighter 6
    HPS 57/57

    Code:
    Name: Dowkan Jarand, Weradan Clan
    Class: Ftr6
    Race: Shield Dwarf (Spine of the World)
    Size: Medium
    Gender: Male
    Alignment: Neutral Good
    Deity: Moradin
    
    Str: 18 +4 (13p.)     Level: 6        XP: 18,438/21,000
    Dex: 13 +1  (5p.)     BAB: +6         HP: 57 (1d12+5d10+18)
    Con: 16 +3  (6p.)     Grapple: +10/+14 Dmg Red: -/-
    Int: 10 +0  (2p.)     Speed: 30ft     Spell Res: -
    Wis: 10 +0  (2p.)     Init: +1        Poison/Spell Save: +2
    Cha:  8 -1  (2p.)     ACP: -5         Spell Fail: -
    
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:              10    +9    +4    +1    +0    +0    +0    24
    Touch: 15              Flatfooted: 23
    
                             Base   Mod  Misc  Total
    Fort:                      5    +3          +8
    Ref:                       2    +1          +3
    Will:                      2    +0    +2    +4
    
    Weapon                  Attack   Damage     Critical
    
    Melee:
    dwarven waraxe (1H)      +12/+7   1d10+7     20x3
    dwarven waraxe (2H)      +12/+7   1d10+9     20x3
    throwing axe             +11/+6    1d6+4     20x2
    armor spikes             +10/+5    1d6+4     20x2
    
    Ranged:
    throwing axe               +8      1d6+4     20x2
    shortbow                  +7/+2    1d6+4     20x3
    
    Languages: Common, Dwarven.
    
    Abilities: Darkvision 60ft, Stonecunning, Weapon familiarity, Stability,
    +2 racial bonus against poison, spells, and spell-like effects, +1 racial
    bonus on attack rolls against orcs and goblinoids, +4 Dodge bonus to AC
    against giant types, +2 racial bonus to Appraise and craft checks for
    stone and metal, proficient with all simple and martial weapons, and with
    all armor (light, medium, and heavy armor) and all shields (including tower
    shields), Axe Focus (Ex), cannot be Shaken.
    
    Feats: Axe Focus, Bullheaded, Cleave, Endurance, Power Attack,
    Shield Specialisation, Shield Ward, Weapon Specialisation (waraxe).
    
    Skill Points: 18       Max Ranks: 9/4.5
    Skills                   Ranks  Mod  Misc  Total
    Appraise (stone & metal)   0    +0    +2    +2
    Balance                    0    +1    -5    -4
    Climb                      5    +4    -5    +4
    Knowledge (dungeoneering)  3    +0          +3
    Jump                       5    +4    +0    +9
    Listen                     0    +0          +0
    Ride                       0    +1          +1
    Search (stonework)         0    +0    +2    +2
    Spot                       0    +0          +0
    Swim                       5    +4   -10    -1
    
    
    Equipment:               Cost  Weight
    +1 Dwarvencraft Waraxe  2630gp    8lb
    Mty Comp Shortbow (+4)   375gp    2lb
    Arrows (20)                1gp    3lb
    Throwing Axe               8gp    2lb
    
    +1 Spiked Full Plate    2700gp   50lb
    +1 Hvy Darkwood Shield  1270gp    5lb
    
    Boots of Striding and Springing 5500gp  1lb
    Potion (Lesser Restoration) 300gp   0lb
    Potion (Cure Light Wounds)   50gp   0lb
    Potion (Cure Light Wounds)   50gp   0lb
    Potion (Shield of Faith +2)  50gp   0lb
    
    Backpack                  2gp    2lb
    Bedroll                   1sp    5lb
    Grappling hook            1gp    4lb
    Belt pouch                1gp  0.5lb
    100ft silk rope          20gp   10lb
    Waterskin                 1gp    4lb
    Whetstone                 2cp    1lb
    Rations, trail (7)      3.5gp    7lb
    Explorer's outfit         0gp    0lb
    
    Total Weight:104.5lb      Money: 3pp 7gp 3sp 9cp
    
                               Lgt   Med   Hvy  Lift  Push
    Max Weight:                100   200   300   300   1500
    
    Age: 54
    Height: 4'3"
    Weight: 180lb
    Eyes: brown
    Hair: brown
    Skin: deep tan
    Appearance: Nothing really stands out to distinguish Dowkan from many other dwarves. The deep tanned skin framed by his dark brown hair and beard and brown eyes are typical of many of his race. His equipment marks him as a warrior, particularly the finely crafted waraxe that rests across his back. The plain grey tunic is covered by the spiked full plate armor and matching breeches ending in a pair of sturdy well-crafted boots. He walks with a slight limp, favoring the right leg for those observant enough to notice such detail.

    Background: Dowkan spent much of his adolescence exploring his homeland and some of the deeper cave systems. Though, being slightly short of temper and not overly popular at the best of times, much of this was undertaken when he accompanied clan patrols. As his ability and confidence grew, he gradually accompanied some of the longer range reconaissance patrols of his homeland. He took a particular liking to the waraxe during this time, admiring its style and the damage it could deal out in close-quarters when wielded in trained hands.

    One unfortunate event turned his life upside down. Dowkan convinced a small group of friends, including a cousin, to join him exploring a distant cave system. To reach it required some overland travel. A day out from the Clan, the group was ambushed by some Hobgoblin slavers. Outnumbered and with no prospect of survival, Dowkan fought fiendishly, but fell helping defend his friends. After two days, he woke to find most of the others gone, and another dead dwarf.

    On return to the Clan, he was held to blame for leading the others astray. The recriminations from even his own family and his own guilt grew too strong and he chose to leave his home rather than live as an outsider amongst his own people. In his own mind he had some ridiculous notion of freeing those friends who may have been captured and exacting a bloody revenge on the raiders. But without any real knowledge of what he was seeking, Dowkan left some days later without a word.

    In all, his travels took him nearly 50 miles from the Spine of the World. His encounters along the way were generally neither overly exciting nor dangerous. However, one encounter with two bandits near the Hill of Vengor did allow him to vent some frustration at his plight and resulted in a gashed calf on his right leg that has left him with a slight limp, but in much better shape than the bandits.

    Dowkan reached Silverymoon, and has spent some time as an axe-for-hire in the service of the Temple of Tyr. Dowkan took leave of service from Tyr when in Eveningstar. After drinking most of his liquid wealth, he has once again taken up paid service, though this time to work for the Cormyrian Crown.

    Shield Specialisation
    Increases shield bonus to AC by +1 for selected shield type. (source: PHBII)
    Shield Ward
    Allows shield bonus to AC to be applied against touch attacks and to resist disarm, grapple, trip and bull-rush attempts. (source: PHBII)


    Edit Reasons:
    Experience to 18,000 8May07
    Experience to 18,438 17Jul07
    Last edited by Legildur; Tuesday, 17th July, 2007 at 01:13 AM.
    Games and Caden
    Kurt the Purger (Human Clr5) in Rhun's ALPHA ToEE RG OOC

    Caden - Halfling Artful Dodger Rogue 5
    Str 10, Con 12, Dex 18, Int 9, Wis 14, Cha 18
    AC 20, Fort 14, Ref 19, Will 17
    HPS 41/44, Bloodied 22, Surge 12 (67/day)
    Speed 6, Init 6
    Acrobatics 13, Athletics 7, Bluff 11, Perception 9, Stealth 11, Thievery 15
    Passive Insight 14, Passive Perception 19
    Deft Strike, Sly Flourish
    Second Wind, Second Chance, 2 APs, Positioning Strike, Bait & Switch, Tumble
    Blinding Barrage, Downward Spiral, Cloak of Resistance

    Gnarul - Human Earthstrength Warden 1
    Str 18, Con 16, Dex 12, Int 8, Wis 12, Cha 10
    AC 18, Fort 16, Ref 14, Will 13
    HPS 31/33, Bloodied 16, Surge 8 (1012/day)
    Speed 6, Init 1
    Athletics 6, Endurance 5, Nature 6, Perception 6
    Passive Insight 11, Passive Perception 16
    Immediate Actions: Warden's Fury (Interrupt), Warden's Grasp (Reaction)
    Weight of Earth, Strength of Stone, Thorn Strike
    Second Wind, Action Point, Earth Spikes
    Form of Winter's Herald + Attack

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